A VIDEO
GAME CARTRIDGE FROM
I^MRKER BROTHERS
FOR ATARI 5200 VIDEO GAME SYSTEM
Under license from D. Gottlieb & Co.
Q*bert game graphics © 1983 D. Gottlieb & Co. All rights reserved.
Q-berl is a trademark of D Gottlieb & Co. and used by Parker Brothers under authorization
Rules © 1983 Parker Brothers, Beverly, MA 01915. Printed in USA.
OBJECT
To score as many points as possible by changing the
color of the cubes on the pyramid from a starting color to
a destination color. You’ll do this by hopping Q*bert from
cube to cube while avoiding the “nasty” characters who
will try to stop him. Each time you complete a pyramid,
you’ll proceed to a new pyramid—or round.
SETTING THE CONSOLE CONTROLS
1. Place the cartridge firmly into the cartridge slot.
2. Push the POWER ON/OFF button. Power is on when
the red light below the button is on.
3. Press the number of the game you want to play (see
Game Selection Box). The number will appear briefly
in the lower right hand corner of the screen. If you skip
this step, you’ll automatically start playing Game 1.
4. To begin play, press down the START button.
THE JOYSTICK CONTROLLERS
Plug the joystick controllers into the jacks labelled ”1’’
and "2." For one-player games, use only the "1” joystick.
To move Obert from cube to cube press down on the
Fire Button and move the joystick in the direction you
want Obert to hop. Remember, Obert can hop only in a
diagonal direction.
To stop action press the PAUSE button. Press it again to
resume play.
-Fire buttons—
-Start button
Pause button
2
PLAYING
Q’bert
You'll start the game with a set number of Q’berts (see
GAME SELECTION BOX). The first Q’bert will appear
on the topmost cube when the game starts. Remaining
Q’berts are shown to the left of the pyramid.
Try to hop Q’bert onto every cube so he changes the
entire pyramid to the destination color. The destination
color indicator is on the left of the screen.
Be careful not to hop Q’bert off the sides or off the
bottom of the pyramid. If you do, he falls and you lose
that Q’bert. When this happens, the next Q’bert will
appear on the topmost cube.
Red Ball
When Red Ball starts rolling, get Q’bert out of its path
or it will squash him! If this happens, the next Q’bert
will appear on the cube where the last one was
squashed.
Purple Ball
Poses the same kind of danger as Red Ball, except
that when Purple Ball reaches the bottom of the pyra¬
mid. it hatches Colly the snake!
3
Coily
He’s the snake with the perilous pounce! The only way
to get rid of Coily is to lure him off the pyramid by hop¬
ping a flying disc.
Hop Q'bert onto the exit cube, (there is only one cor¬
rect exit cube for each flying disc.) Then, as soon as
Coily approaches the exit cube, hop Q*bert aboard the
flying disc.
Flying Discs
When Q'bert’s in trouble, he can board a flying disc
that will whisk him off to safety at the top of the pyra¬
mid. The number of discs and their placement to the
sides of the pyramid will differ, depending on the level
and round.
Just make sure Q'bert boards the flying disc from the
correct exit cube or else he’ll fall off the pyramid.
Ugg and Wrong Way
Ugg and Wrong Way appear on the lower portion of
the pyramid and travel sideways and upwards, ready
to jump on Q'bert. If one of them does, the next Q'bert
will appear on the cube where the last one was jumped.
Sam
Sam can’t catch Q'bert, but he changes the cubes’
colors so Q'bert’s got to retrace his tracks. If Q'bert
stops him, however (by running into him), you’ll earn
bonus points.
Green Ball
Green Ball can’t catch Q'bert either. But if Q'bert
catches Green Ball, all the characters except Q'bert
freeze for a moment. Q'bert can continue to hop, and
you’ll earn bonus points.
END OF ROUND
The round ends when you complete the pyramid. As long
as you have a Q'bert remaining, a new pyramid will ap¬
pear with a new destination color.
ROUND PROGRESSION
As you progress from round to round, Q'bert’s speed,
the speed of the other characters, and the frequency of
the other characters’ appearances will increase.
4
END OF GAME
TWO-PLAYER GAMES
The game ends when you run out of Q*berts.
To play the same game level press START or the Fire
Button. To choose a different game level press SYSTEM
RESET, then refer to Setting the Console Controls.
Games 4-6 are two-player games.
The left player goes first; players alternate turns. Your
turn ends when you lose a Q*bert.
GAME SELECTION BOX
Game 1
One-player
You start with 5 Q*berts
Game 2
One-player
You start with 4 Q*berts
Game 3
One-player
You start with 3 Q*berts
Game 4
Two-player
You each start with 5 Q*berts
Game 5
Two-player
You each start with 4 Q*berts
Game 6
Two-player
You each start with 3 Q*berts
5
SCORING
Obert changes cubes to destination color ... 25 points
Obert changes cubes to intermediate color.. 15 points
Obert catches Sam. 300 points
Obert catches Green Ball.100 points
Obert lures Coily off pyramid. 500 points
Extra points for unused flying discs. 50 points
for each disc
Bonus points. 1000 points
for completing the first round;
amount increases 250 points for each
successive round, up to 5000 points
Bonus Q*berts. In Games 1, 2,4, 5
—one for the first 8000 points you score;
thereafter, one every 14,000 points
In Games 3, 6
—one for every 14,000 points you score
If you should have any difficulty operating or playing Q-bert. call our
Electronic Service Department at these toll free numbers
In Massachusetts 1-800-892-0297
All other states 1-800-225-0540
(not available in Alaska. Hawaii, or Canada)
Lines are open 8:30 a m. to 4:30 p.m. (EST) Mon.-Fri
(excluding holidays).
If you are unable to reach us via the Answer Service Line, write to the
Consumer Response Department in the location nearest you:
In the U.S.A.: Parker Brothers, P.O. Box 1012, Beverly. MA 01915
In Australia and New Zealand: Toltoys, Pty, Ltd.. 104 Bourke Road,
Alexandria. N.S.W. 2015
In the United Kingdom: Palitoy Company, Owen Street, Coalville,
Leicester LE62DE England.
In Canada: Parker Brothers, P.O. Box 600, Concord. Ontario.
Canada L4K1B7
180-DAY LIMITED WARRANTY
PARKER BROTHERS warrants, subject to the conditions
below, that if the components of this product prove
defective because of improper workmanship or material
during the period of 180 days from the date of original
purchase, PARKER BROTHERS will repair the product
or replace it with a new or repaired unit, without charge,
or will refund the purchase price.
CONDITIONS:
1. Proof of Purchase: The retail sales receipt or other
proof of purchase must be provided.
2. Proper Delivery: The product must be shipped pre¬
paid, or delivered to PARKER BROTHERS (address:
190 Bridge Street, Salem. MA 01970. Attention: Quality
Control Dept.) for servicing, either in the original package
or in a similar package providing an equal degree of
protection
3. Unauthorized Repair. Abuse, etc.: The product must
not have been previously altered, repaired or serviced
by anyone other than PARKER BROTHERS; the product
must not have been subjected to an accident, misuse
or abuse.
REPAIRS AFTER EXPIRATION OF WARRANTY:
If the product malfunctions after the 180-day warranty
period you may ship the product prepaid and enclosed
with a check or money order for $8.00 to Parker Brothers.
Parker Brothers will, at its option, subject to the condi¬
tions above, repair the product or replace it with a new or
repaired unit, subject to availability of parts. If replace¬
ment units or required parts are not available, the $8.00
payment will be refunded.
EXCEPT TO THE EXTENT PROHIBITED BY APPLI¬
CABLE LAW. ALL IMPLIED WARRANTIES MADE BY
PARKER BROTHERS IN CONNECTION WITH THE
PRODUCT, INCLUDING THE WARRANTY OF MER¬
CHANTABILITY, ARE LIMITED IN DURATION TO A
PERIOD OF 180 DAYS FROM THE DATE OF ORIGINAL
PURCHASE; AND NO WARRANTIES. WHETHER EX¬
PRESSED OR IMPLIED, INCLUDING THE WARRANTY
OF MERCHANTABILITY. SHALL APPLY TO THIS PROD¬
UCT AFTER SAID PERIOD. SHOULD THIS PRODUCT
PROVE DEFECTIVE IN WORKMANSHIP AND MATE¬
RIAL, THE CONSUMER’S SOLE REMEDY SHALL BE
SUCH REPAIR. REPLACEMENT OR REFUND AS IS
HEREIN ABOVE EXPRESSLY PROVIDED, AND UNDER
NO CIRCUMSTANCES SHALL PARKER BROTHERS
BE LIABLE FOR ANY LOSS OR DAMAGE DIRECT OR
CONSEQUENTIAL, ARISING OUT OF THE USE OF,
OR INABILITY TO USE, THIS PRODUCT.
SOME STATES DO NOTALLOW LIMITATIONS ON
HOW LONG AN IMPLIED WARRANTY LASTS, OR THE
EXCLUSIONS OR LIMITATIONS OF INCIDENTAL OR
CONSEQUENTIAL DAMAGES. SO THE ABOVE
LIMITATIONS OR EXCLUSIONS MAY NOT APPLY TO
YOU. THIS WARRANTY GIVES YOU SPECIFIC LEGAL
RIGHTS AND YOU MAY ALSO HAVE OTHER RIGHTS
WHICH VARY FROM STATE TO STATE.
7
REACHING THE DESTINATION COLOR
The following describes Q-bert’s coloring pattern in the nine game levels.
S = Starting color 1 = Intermediate color D = Destination color
Level 1
When Obert jumps on S, it changes to D. When he jumps on D, it stays at D.
Level 2
When Obert jumps on S, it changes to 1. When he jumps on 1, it changes to D. When
he jumps on D, it stays at D.
Level 3
When Obert jumps on S, it changes to D. When he jumps on D. it changes back
to S. Obert's got to start again.
Level 4
When Obert jumps on S, it changes to 1. When he jumps on 1, it changes to D. When
he jumps on D, it changes back to 1. Obert’s got to start again.
Level 5
When Obert jumps on S, it changes to 1. When he jumps on 1. it changes to D. When
he jumps on D, it changes back to S. Obert’s got to start again.
Levels 6-9
The destination color is reached in the same manner as in Level 5. Play becomes
more and more difficult as characters and objects appear with increasing speed.